New Build!Most of the work being done at the moment is behind the scenes. Level editor details and general gameplay support code.This build has a couple of extra tweaks from the previous one. One being a new enemy type

Update 9th August 2013:After a small break, I'm back working on this game. Posting a video showing a couple of things being added at the moment.

More to come! All feedback appreciated.

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Last edited by bluntgames on October 7th, 2013, 6:29 am, edited 9 times in total.

Well geez, I'd say this demo is a must-play! Completely awesome adaptation of old school platformers. Very intuitive to get into, and gets pretty challenging. I love the look and feel of the blocks, and having nested cylinders to jump around between is perfect for showing off the stereoscopy.

Please keep us posted on what you do next!

Oh, and I wasn't sure what to do when it lets me "target" a monster using the Y button. It just turns the target reticle red for me, and that's it. What was the intention for that?

3 quick things:Closer blocks should be transparent (or cam angle changed) when you are on the second or third ring so you can see your character.The blocks need to 'line up' or somehow make it more obvious which one you will be teleporting to when switching rings.A little gentler learning curve on the second level.

Can't wait to try your next version and congrats on the first (I think?) platformer made for the Rift!

Peejle wrote:Closer blocks should be transparent (or cam angle changed) when you are on the second or third ring so you can see your character.The blocks need to 'line up' or somehow make it more obvious which one you will be teleporting to when switching rings.A little gentler learning curve on the second level.

Can't wait to try your next version and congrats on the first (I think?) platformer made for the Rift!

Peejle

Thanks for the feedback. It definitely needs a lot of work! I was thinking about just showing an outline of the player character when it's behind a block. And it's certainly too hard

WOW THATS ONE OF THE COOLEST DEMOS! seriously! its a simple concept but nicely done! when i saw the screenshot of this looked like curved level thing i thought it would be in first person mode, and i was like hmm dont know about that. but playing it , it actually is really cool. i also am a backer to ghost in the machine another 2d rift game but has 3d backgrounds (more akin to the virtual boy type game though) but yeah i think 2d side scrolling games can be done cool in VR.

this was a very unique take on it in that you have full 360 headtracking unlike say ghost in the machine where you really have no head trackng as everything is actually 2d.

really nicely done. did you use deffered rendering though? that will degrade the quality on the Rift if you do. i use foward rendering, however since its more of a low pixelated game anyways i guess its not that big of an issue.

nicely done did you use just a 2d sprite as the charecter controller ? hehe anyways really cool idea though! i love it!

Hey thanks! It's certainly fun to play around with. It's distracted me from the other projects I'm supposed to be working on but that probably means it's something cool.

So far I'm still trying out different level structures and mechanics before it turns into a real game production. I'd like to get a solid set of gameplay mechanics that focus on using head tracking and the 'surrounded' level feeling.

At the moment the demo does use deferred rendering but I haven't encountered any problems. What is the nature of the issues caused here? I'll take a look at switching it. There's no real reason why it's using deferred. It just defaulted to that.

I was a backer of Ghost in the Machine, and that's a fine game for what it is, but this is like night and day compared to that. GOTM was not designed from the ground up for VR and it didn't include any head tracking.